Tactics in the game Cossacks3! (Cossacks 3)
3 Cossacks is a historical real - time strategy, so it has great strategic and tactical opportunities to defeat opponents.In this article I will focus on specific tactics used in the game on the standard (1000 and 5000 without the time of the armistice). Of course, such techniques are endless and the game itself is not standing still, but for beginners I would like as an example to show the variety of tactical moves and their application depending on the position on the field of battle.
The most common description tactic is that it is the most rational and effective in certain situations, the way of action.
That's the idea let's not forget during the whole article to not to get involved too and not to deviate from the main idea of this practical guide.
The second prerequisite tactic called versatility, so it is advisable to tactic was viable and did not lose its importance after the first patch.
Of course, the tactic have to be practical and to varying degrees, be used in games.
So that's a theoretical Luggage and proceed to the list of tactics:
1) If the opponent's squad goes into battle with the command to “go and attack” (peaks “at the ready” so to speak), even one of your unit (mercenary Sich Cossacks, for example) can attract his attention and to avert the threat from a particular target (especially its base). This is especially true when an enemy unit approaches your object (database) and you have no time to organize the defense and then even won a few minutes will allow you to regroup or to carry out the urgent mobilization and to rebuff the opponents. It is clear that the opponent may at any time to unravel your plan and command your squad to March the cast to the object, but unit-control the players and the team can come not so fast that you need;
2) When the group of opponents is coming to your mine, your protection is removed for the mine, the enemy force begins to attack the guards of the mine (maybe even close to cover shaft on both sides trying to get to guard) and then a mine explodes, sometimes causing enormous damage to the opponent (you can destroy virtually the entire squad). This tactic is used when special reinforcements do not have to wait for mine in any case be lost. Mine is destroyed and just so she didn't get to the enemy. Like your units need to control and be extremely careful around other people's mines;
3) When scouting an opponent (usually, for example, a small squad of mercenary Sich Cossacks) attack your mine and your guards barely holding back the onslaught, then you must withdraw from the mine peasants (attack with sword 20) and throw them into battle. Can usually manage to keep mine, but otherwise you have nothing to lose - the peasants will die in battle with honor and cause at least some damage to the opponent, and from little things and it apart overall victory;
4) When enemy troops are approaching your base and have a distinct (or not) the superiority, then comes the time of mobilization of the peasants from the fields, quarries and (or) logging in a particular number and proportions with the regular units of the army and mercenaries they rush into battle. This people's militia (as I call it) sometimes it helps to repel mauled in the fighting the enemy troops and continue the war. The surviving peasants immediately sent at the place of their labor service. At the same time, if the enemy force broke into your base and tear to the dwelling of the peasants, but you have regular troops that can provide decent resistance, the peasants are removed to a safe place, and then reflect enemy attacks back to his former place of work;
5) In the game at the Academy is such an inexpensive upgrade “to develop medicine (to cure all living units)”, it is very important upgrade (now heals 50% of health), which can help to win not one fighting. On standard units the options are relatively few, so each one is valuable and should contribute to your victory. This APRAD done for a little more than 20 seconds (about 22 seconds), so it is best to book for 15-18 seconds before the fight that he was made just in the heat of battle, your soldiers will receive medical care (+50% of health) and will be able to win;
6) the Cossacks 3 quite a dynamic game and a lot depends on the so-called “unit-control”, i.e. the ability of the player to effectively and simultaneously lead the fighting, and to develop the economy. Do know and use the most convenient “hot keys” games (for example, the order of units +100 using “Ctrl+Alt+click with left mouse button” will save you enough time) and be sure to bindeth (to bind to the keyboard buttons) important buildings and groups of combat units (or need peasants). So, I under the keys 1,2,3,4 (Ctrl+1 or +2 or +3 or +4) is tied buildings such as the market, the barracks, the Academy and the diplomatic center, that allows, from anywhere in the playing field, to call these buildings with one click the right keys and make the necessary manipulations (for example, urgently to buy more coal and iron cartridges for small units);
7) the Obvious tactic for the efficient extraction of resources such as wood and stone, is in the construction of warehouses and city centres. Peasants carry wood and stone in the upper right corner of the warehouse and HZ and it is sent to the resource side (that is the warehouses and HZ are called into these resources). Too big quarries and lumber camps are built several warehouses (maybe even 1-2 of the stock build at the top of the resource site). Do not forget that the peasants are the resources (wood and stone) and in HZ, so they also should be used as a warehouse by using this tactic;
8) For the maximum opening of the card is used primarily drummers, which is desirable at least to put some distance from its base along its perimeter (to see all the approaches to it in advance) and on neutral territory (to control it and to take). The drummer in the barracks there is an upgrade on defense (+12), it is inexpensive, but add the drummers fighting spirit and confidence (in this case, enemy mercenary Sich have to Tinker with it). Sometimes the drummers of the guard of 2-4 pikemen to separate (random) Sich (even small squads) got a decent response (and the drummer will defend, and damage to Sich such a reference point will apply up to 10 enemy Sich can lie on the battlefield depending on the level of training of pikemen). In addition, in the beginning of the game (before the construction of the Academy) around the perimeter of your base, send the pikemen, first of all, to search for gold mines. Individual pikemen are exploring all over the map, they are then used, for example, for the protection of new deposits of gold, coal and iron;
9) For exploration (and, of course, for the destruction of drummers and other units of the opponent that is used to open the card) and RAID (capture the mines and buildings and the destruction of the peasants as the main driving force of the economy) is actively employed in the diplomatic centre of the Sich Cossacks in different quantities: 5 pieces. Sometimes the point of collection of DTS is placed on the opposite edge of the map and when the first Sich running to the point of collection, you can give the entire chain of Sich the command to attack the other angle. In this case, they investigate a chain halfway down the map, revealing enemy units and mines. Now this technique is used rarely, mostly one or another detachment of Sich (small fist effectively) manually examines the area (now this contributes to a reduced-price upgrade for 250 gold “to Develop Geology (the map will be a hidden field)”);
10) a Detachment of lancers in a battle with a SPECIFIC military formation of the opponent it is better to use in such formations as in-line and not attack through to move and attack (A), and after the usual click attack on a unit in the center of the enemy force In this case, your drummer stays in place and it can save his life:)), but the attack becomes more focused and effective. About the command “move and attack” we should not forget, it is possible, for example, to use when you at some time lose over group control or send him camping in the closed part of the map, which does not exclude in the future the use described in the beginning of the reception point;
11) Buildings with the highest standard of living (barracks, Academy, stable) are used to protect easily destroyed, but important buildings (primarily gold mines) and built from the possible attack of the opponent close to the protected building (the mine). In this case, the presence of a gold mine near the barracks or stables will enhance its protection. Buildings in between, you can enclose an important cluster of farmers (e.g. producing food). In the weak and the vulnerable places of the city is tightly built homes, which on the one hand, increases the limit of your population, and on the other, the attack of the opponent violates his slender ranks with the possibility of damage from explosions destroyed homes. The opponent in this case meet just behind the houses;
12) Universal tactic for almost all strategies - it is necessary to protect the archers and infantry units infantry (own or hired). Often use pikemen and mercenary infantry. At the same time, you need to try to attack archers and mercenary Dragoons opponent from the rear, first of all, mercenary Sich Cossacks;
13) the Next tactic, probably a bug of the game, but because this technique is very important (gives information about the location of the opponent almost from the first seconds of the game), then to keep silent about it. Currently, Cossacks 3 the location of the opponent is determined through the fog of war on ordinary sounds of buildings under construction, which is enough to walk through the most probable locations of the opponent;
14) Sometimes there is such a tactic as aggressive exploration in the beginning of the game the infantry when the opponent's base from different sides goes 2-3 squad of pikemen (you can make them one cheap upgrade on defense) 3-5 units (preferably immediately after construction of the barracks). The technique is designed that way these groups will come across, for example, a mine opponent, which at this stage of the game can be either without protection or with minimal protection from the 2 units. This tactics are more likely to use a detachment of Sich, which is built immediately after the construction of its diplomatic centre and sometimes to the collection point near the base of the opponent's.
15) of Course, the formation of groups with officer and drummer of his regular troops has long been commonplace, but in Cossacks 3 units can be formed from mercenaries without a drummer and an officer of the bar of the individual mercenary. Now this is an important tactic as troops of mercenaries more effective (for example, mercenary grenadiers in the squad get +2 to hit with lance, +2 shot power, +2 protection). However, mercenary grenadiers and randoseru units are constructed in the usual manner by the officer and drummer of the regular troops (of the Zaporozhian units are not formed);
16) In the Cossacks the layout of your base is not essential as in some other strategies, but, for example, a diplomatic centre it is recommended to build in the bottom of the base: first, this building is easily destroyed and the first squad of the opponent come to your town it may at once be destroyed, and, secondly, the chain passing through the base of his mercenaries from DC will be an additional protection (especially from unexpected raids opponent) for peasants and buildings. You can also use the barracks. The compact arrangement of the buildings at its base has a positive effect on the economy and on protecting the city (in particular, this base is easier to defend, but the way of peasants to the required resources is reduced to a minimum);
17) In the standard (especially 5000 0 PT) the main buildings are built fairly quickly and after the construction of the Academy or DTS, you need to think about the protection of the main buildings (with a capture), which uses the following tactic - there are several mercenary pikemen, or infantrymen, and by “G” you click on certain buildings. One click stands the 2 guard, if the building is important (e.g., gold mine), it clicks maybe more. This technique is security arranged promptly, which will save you time;
18) When you capture enemy mines and the inability to use its resources in their favor, to destroy the mines from it are deduced the peasants and with his troops rushing into battle. When you play “without the capture of peasants” they can throw into battle without supporting troops. Of course, the damage they cause a little (sometimes in the early stages, this support has defected peasants substantial), but it gets the job will perform their five cents to the common Fund of the victory will bring;
19) the Pikemen should be sure to train before the first clashes, they should at least be trained on the system 4-4, that is better 4 attack and 4 improve on defense. Otherwise, it is better to seize the initiative and drive “dances” near the enemy base, not taking the fight, stretching the opponent's defense and trying to break through the enemy city. The allowable maneuvers, and small compounds (a party of 15 of pikemen, reinforced by mercenaries), so more chances to stretch the opponent's defense. It is not recommended to engage in battle with a superior squad of the opponent, wasting fighters;
20) For the effective extraction of resources in terms of collecting HZ are put right on the field, on the stone or on a tree, in this case, the peasants from automatically going to get the right resource, saving you time. Because farmers are the food into the top corner of the mill, the point of collecting the peasants better to put on that part of the field, which is above the mill, and when this upper part of the field would be densely occupied, built the second mill and this method is applied to it. It is clear that the collection point HZ on the tree and the stone are also similar to the it is better to put above the top right corner of the warehouse and HZ. In General for the economy of the game is very important, the number of peasants, so in no case can not forget about the following urban centres, primarily the third and fourth;
21) If the enemy force broke through to the database, it is recommended to hire grenadiers or Dragoons or more archers. Currently effectively proven to neutralize breakthroughs grenadiers (they are cheaper Dragoons with almost equal shot, and melee can beat);
22) you Must take at least 4 gold mines, gold mine (especially under good protection) it is desirable to pump at least on one level, the coal and iron mines in 3-4 pieces each is enough. Throughout the game you need to try to take the gold mines in neutral territory (even if there is a threat of loss), because a large number of mined gold allows faster upgrades in the barracks, Academy, forge and actively use diplomatic centre, including ordering expensive hired gunmen;
23) in order to faster than your opponent to build a market, build faster and warehouse in the first place nearby (and sometimes not very convenient, e.g., near field), this warehouse burned;
24) All known tactic, when the construction of the main mass of units is placed at infinity (especially peasants, mercenary pikemen and infantry). It also allows you to save time in the game. The remaining units must be ordered by certain parties;
25) Sometimes, to kill the opponent, you need to order a small number of mercenary Dragoons (50-100), but the most time to hide their presence, so your opponent could not in time to take measures For such a large number of mercenary Dragoons do not require both improvements to the stone and sometimes the point of their collection made in the bottom of the base, the opponent guessed (this is true when the opponent is bad and episodic infiltration). But if the attack is already underway and the opponent is completely aware of your plans, then the rally point is placed on the opponent's base. For finishing, it is important to order a mercenary Sich Cossacks, because they quickly manage to arrive at opponent's base. If you saw that the opponent is trying to turn the tide of battle and ordered already hired Dragoons, you must also order a drug and to concentrate their forces near their base.If, however, intelligence reported that the opponent has troops mercenary Sich Cossacks, for effective counterplay such groups are also needed. Old tactic (even with the “Cossacks: back to war”)- the application of crushing blow using a large number of mercenary Dragoons (100 units) the Cossacks 3 has slightly gone by the wayside, but its relevance is not lost. Currently in the earlier stages of the game (before the massive use of mercenary Dragoons) used instead of mercenary Dragoons mercenary grenadiers (can reach 100 units). At the same time, a small number (5-30) of mercenary Dragoons and (or) mercenary grenadiers also a good idea to reinforce infantry units. So, mercenary Dragoons effectively fire at infantry (especially without the support of infantry units);
26) the Retreating troops of the opponent (so to speak peaks raised) effectively targeted by the mercenary Dragoons and archers, and also destroyed by hired Sich. If Sich opponent and his infantry was formed at least a small gap, it is necessary to give the command to his troops to destroy the enemy sechevikov, and then continue the retreat. To cover their retreating troops it is desirable to have hired Sich, which destroyed released ahead of mercenary Dragoons or archers opponent, and beat off the assaults of the enemy camp;
27) Upgrade mine done quickly, so the appropriate number of peasants is better to bring the mine to the upgrade or to instruct the peasants to move to the mine as soon as the upgrade is ordered (until the peasants come to the mine, the upgrade will be made and farmers will be immediately sent to the mine). This technique win up to 500 gold from each mine;
28) Team to “hold position” for shooters pozvolaet them to stand still and shoot, not flee at the approach of enemy units, but this command works only if hands are NOT IN MOTION, so the arrows team to “attack all the way” should be given not to the army and not the army, and the army of the opponent, and then press the “hold position” (in this case, your arrows will reach their goal, will stand at the approach of enemy units and continue to fight).In addition, the command “hold position” (S) in the units in such dynamic options 0 PT 1000 and 5000 0 Fri, used infrequently, but if the location (or direction) of the opponent is known, then the squad to “hold position” (attack with a sword +5, protection +5, including wage Marines) will add the necessary edge defenders. We have a squad of another team to “Refill unit” (F), which can sometimes be very useful and applicable directly in the midst of battle (especially when the completion of the barracks is immediately in front, and enough time and fighters for the formation of new reserves). However, after this command, the squad begins rebuilding, not fighting and finds himself in a vulnerable position, so he should IMMEDIATELY give the command to attack the enemy;
29) the Cossacks 3 Shift is not only possible to give the peasants serial automatic construction of the same type or of different buildings, but also to ask his military connections, including mercenary Sich Cossacks, a complex path of motion (Shift and RMB on the point of the difficult road of your team on the mini-map). In this case, the Zaporozhian raids and maneuvers of your troops near the city rival will be held with a minimum of your control, and the opponent not knowing the point of a complex path, your units will be forced to spend a lot of time to control the movements of your troops. However, about the fate of their combat units should not be forgotten and at least on the mini-map to track them, so they don't get surrounded or ambushed. Archers from the DC or the Turkish Tatar with Shift and RMB, you can send a command to the alternating sequential attack enemy troops that are standing tightly next to each other in large numbers. The accuracy of the attack the archers are bad and this technique will allow you to use these units as efficiently as possible. About the Shift key never forget, because with its help you can immediately command the peasants to build the building and immediately go to get resources and military units (archers, grenadiers, artillery) to specify the sequential destruction of objects;
30) To your scout did not stand out when you press ctrl+a or ctrl+alt+a, you need to put the protection of the scout on yourself;
31) In recent years among players of medium and high level appeared tactic with the construction of stables with a quick start (HZ-Forge-Stable) and the subsequent RAID of the enemy's base with the help of the light brigade. This trick mostly works on Austria, Poland, Sweden, Ukraine, Hungary. This tactic is especially effective with standard capture;
32) One of the features of the hostilities in Cossacks 3 is that in skirmishes win units that are as close as possible to each other, this applies to both shooters and melee units. Exceptions are skirmishes against the artillery and archers, where the units, on the contrary need not hold tightly. Based on this rule, formation of their melee units should be placed more densely, on each other and collect into a fist (without a stretched chain) to the maximum number of units engaged in battle immediately;
33) When playing Cossacks 3 it is necessary to know the characteristics of a particular nation in the game and use them effectively in battle. For example, such Nations as Spain, Austria and Russia for the production of pikemen from the start need 2 iron mines, while in Scotland, Turkey, Poland and Algeria since the start of the iron mines are not needed. The rest of the Nations in the beginning of the game we only have one iron mine. In the game for Scotland and Ukraine is better to do the first and the second upgrade in a mill for food, and only then upgrade to the wood (axe), a different sequence will be less effective. Playing for Poland, it is better to do the 5-th and 6-th upgrades to the defense of pikemen, which together give +6 to defense against spades. Focusing on these 2 upgrade, not upgrades attack is possible with the formation of the 36 peak easily kill the formation of the 72 peak, where these UPS will not, and will be one up on the attack more, for example. Algeria and Turkey to get all types of resources simultaneously, because here the barracks and stables require a large amount of wood and stone, which are more efficient to produce, and not to change on the market (don't forget about the quick ax\the car and pumping the food in these Nations). For Ukraine it is very important to hire the infinity randoseru and light infantry at the same time (first for protection against Serdyukov/Dragoons/grenadiers, the second against the registered Cossacks, Zaporozhian with Dipa and just as a unit melee), Turkey and Algeria immediately after the construction of the dip is to employ light infantry to repel the first 2-3 squad of pikemen rival or to Supplement their. Then off, light infantry, and begin to build rundir, because then players will use grenadiers and Dragoons with dicentra and undesir this is the only unit with the cuirass, which will easily fight off a small attack. For Europe is to build only a light infantryman, and undesira go after the order of Dragoons in large numbers and at the stage of the game with artillery;
34) If you managed to get one full squad (spades, mercenary infantry and archers) to the opponent's base, then the enemy troops leave the pikemen, infantry to cover the archers from the enemy camp, and archers try to destroy the maximum number of buildings and mines. In this case, the RAID will be effective. If an enemy unit got close to your base, then by all means try Sich, above all, to destroy from the rear the enemy's archers, then a squad of rival becomes not so dangerous. At the same time, should pay attention not only to the enemy HZ,DTS and mines etc., but also on the forge, since it is destroyed easily, but after the opponent no longer built regular troops in the barracks and stables. To recover the mobilization, he will need to rebuild the forge and make a new order for units up to this time, the replenishment of him to the front will only come from the diplomatic centre, this can make a turning point in the war;
35) With large impact (involving more than 50 Dragoons and a large number of other mercenaries and pikemen) in addition to the improvement on the development of medicine, as mentioned earlier, it is possible to allocate 6-7 your Dragoons to CTRL+1, for example, and deliberately shoot these enemy Dragoons Dragoons the front edge of the front, making the battle the odds in their favor, the rest of our Dragoons involved in the battle in the usual way, that is, support the infantry;
36) of Course, it is not clear how this will last, but currently the food is the main resource in the economy for any country as soon as possible do all the upgrades for food;
37) In the later stages of the game (in the 18th century) sometimes build another Academy in order to be able to do the remaining upgrades when the final battle is fast approaching;
38) In the game of hills (the so-called hills and slides) give a slight advantage, so they can be actively used during the retreat, creating them strong points of defense and directing them to the reserves. Attacks it is also necessary to take into account in the presence of the enemy turn on a hill NEAR HIS BASE, you should consider the flexibility and bypass. In this case, the opponent will be forced to leave the hill and defend the base;
39) In the game settings there is the option (affects performance) “unrestricted camera” (settings-video). It primarily allows you to raise the camera higher and to increase visibility, although the movement on the map will be slower. This will allow to better assess the situation on the battlefield and in the economy (for example, facilitates the search for the mines), although in General it is a matter of habit and convenience. In the lower right corner of the game screen - mini map of the whole territory, about which also we should not forget to control the situation. A quick movement on the minimap provided by the mouse cursor on the minimap. Command your squad (not just “go and attack”, but using Shift - complex path motion) you can also give by clicking in the appropriate places on the mini-map (no need to make unnecessary movements, moving on the large map);
40) Artillery in the game at 1000 and 5000 without the time of the truce currently involved only in later stages of the game (in the 18th century, or closer to it). So, guns very effectively shelled the dense enemy units and connections, and usually they do grouped together on a fairly limited area. Megastake particularly effective on some Nations, which lancers don't have a reservation (e.g., Poland). At the same time in the game for Russia, they are practically useless. Megastake can in some situations replace the missing in the army infantry units, because it is very effective against mercenary Dragoons and grenadiers. In cases where you took the initiative and prepared to strike a decisive blow, you can (and should) give the peasants a team to build several towers (3-4) in front of their city (primarily from the location of the enemy) to create a backup line of defense. If your choke attack, then retreat to prepared defensive lines will make it possible to continue the war (upgrades to the fire tower cheap). If the opponent seized the initiative, the tower, built during a brief lull at the front (tower building 8 peasants around 3 minutes) will help to turn the tide of battle.
Here are the basic tactics of the game, lying on the surface and quite often used. The article does not claim and cannot claim any exhaustive list of tactics. In fact, this list is the basics of the game. Of course, tactics is not mathematics and a lot to debate, some of the methods have more choice in the strategic level (for example, the occupation of the mines), but for beginners it must be true! At the same time, tactics do not just need to know the victory achieved by those who are competently able to use them in the right combination, but here is an important practice game she is the best teacher!
Good luck in the games! Remember - war is not a toy even if it's a game:)
Author: [-UNION-]VOIN
Source: http://clanunion.ru/forum/index.php?showtopic=962
The article is written in order for beginners it easier to understand the game and its subtleties:) good Luck in the games!)
Union Voin
A voluminous work, rather good for a blog, and not for chatter on the forum.
Union Voin wrote:
39) In the game settings there is the option (affects performance) “unrestricted camera” (settings-video). It primarily allows you to raise the camera higher and to increase visibility, although the movement on the map will be slower.
The speed of the card can be returned to the same. In the Video settings/Screen put the check in the *to Remove the restriction from the camera*, but the *Control* move the slider *scroll Speed with the mouse* to the extreme right position. I just do not understand what is in setup. video *Shadow maps* and why they have such a large resolution of 2048 × 2048? Still not a single game window *Pause*. So it was not difficult to pass C:\Users\Имя user\Documents\cossacks\profiles\Cossack In her Notepad, open the file profile.dat we Find there is a line bShowPause = -1 and change the -1 to 0: bShowPause = 0. We reset the computer at all. For a single game it would be nice to move itself kN. Pause for at least kN. *Space*, then it will be convenient to use it. But how and where do NOT found.